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Write shaders for the (sim) Vegas sphere

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Re: Write shaders for the (sim) Vegas sphere

#61
post #31

Earlier quoted context omitted.

All that effort, all those resources, just to get more eyeballs on ads.

The show currently running inside the sphere is focused on the negative human impact to the environment. So clearly the owners of the sphere are interested in spreading that narrative, if that helps you feel better about their use of resources. Obviously selling ads is a mechanism to pay the bills and defray the massive building costs. It’s not like the rest of Vegas is some sort of moral high ground, so ads on its e…

> negative human impact to the environment

That's not why we care about this. Advertising is an assault on people first, environment second.

Re: Write shaders for the (sim) Vegas sphere

#62
post #27

Offtopic but what fascinates me is how big of an actual engineering project The Sphere is. From the structure itself to the syncing thousands of LED panels inside the sphere and outside the sphere, while keeping them cooled in Vegas while keeping it cool enough and ventilated inside for a seating capacity of 18 000 people. There are run-of-the mill office buildings which fail to provide adequate ventilation.

> There are run-of-the mill office buildings which fail to provide adequate ventilation.

They actually can create cold wind inside the sphere (for special effects)! It's super cool.

Re: Write shaders for the (sim) Vegas sphere

#63
post #31

Earlier quoted context omitted.

All that effort, all those resources, just to get more eyeballs on ads.

The show currently running inside the sphere is focused on the negative human impact to the environment. So clearly the owners of the sphere are interested in spreading that narrative, if that helps you feel better about their use of resources. Obviously selling ads is a mechanism to pay the bills and defray the massive building costs. It’s not like the rest of Vegas is some sort of moral high ground, so ads on its e…

The "impact" part was like 10 minutes of the usual stuff. With the resolution being "we'll just get off the planet into the space".

The current show is really just a fancy technical demo of Sphere's capabilities.

(Also, I get triggered by the picture of the exoplanet with a large moon and a ring system. ON DIFFERENT ORBITAL PLANES!!!)

Re: Write shaders for the (sim) Vegas sphere

#64
post #41

The pilot on my flight to Vegas said the cost to advertise (or do whatever, I assume) was $470,000/minute. I didn't verify the claim but it isn't too hard to believe and is pretty crazy, even if it's remotely true.

Why would anyone pay that much if he gets into television cheaper? I doubt that number.

Re: Write shaders for the (sim) Vegas sphere

#66

Also check out the shaders at https://www.glslsandbox.com But beware there's often idiot children posting NSFW shaders there, the mods don't monitor it very closely.

> idiot children posting NSFW shaders

This is pure genius.

(NSFW) https://www.glslsandbox.com/e#108230.3

  // chatGPT , give me some fat fat
  // chatGPT , make this bitch more fat
  // chatGPT , add some scrolling lines behind the bitch
  // chatGPT , change the colors bruh
  // chatGPT , add nipples

Re: Write shaders for the (sim) Vegas sphere

#67
post #60

Earlier quoted context omitted.

Not for any definition of curvature that springs to mind. There may well be definitions for which that's true (let me know, I'm curious!), but they're not what I meant. As I said, I was considering covering a cone with physical tiles. My point was that the same tile cannot be placed at different heights along the cone, because a slice along the tile will have to conform to ever larger circles.

The Gaussian curvature is the same. That is the curvature that can be measured "from within" the surface. What you wrote is of course right as well

Ah hah, neat!

Re: Write shaders for the (sim) Vegas sphere

#68
post #9

Earlier quoted context omitted.

Ah, thanks! I was trying to copy-paste some examples and they didn't quite work -- it looks like ShaderToy exposes a mainImage(out vec4, in vec2) function with a different signature than the simulation-Sphere site wants. For example there's no main() method in here [0] and I wasn't sure how to translate that to the sphere's expected inputs. [0] https://www.shadertoy.com/view/Ms2SDc

Yeah, you will need to adapt the code a bit: https://gist.github.com/b0o/ac939eb1608f949765ac842fe28f53b9

Nice!

Re: Write shaders for the (sim) Vegas sphere

#69
post #14

Earlier quoted context omitted.

An effect called "bloom" in computer graphics

And called "halation" in photography & imaging > the spreading of light beyond its proper boundaries to form a fog around the edges of a bright image in a photograph or on a television screen

And, without looking that up, "halation" presumably comes from this being an artifact of the chemical process in early photography involving silver halides!

Re: Write shaders for the (sim) Vegas sphere

#70
post #31

Earlier quoted context omitted.

All that effort, all those resources, just to get more eyeballs on ads.

The show currently running inside the sphere is focused on the negative human impact to the environment. So clearly the owners of the sphere are interested in spreading that narrative, if that helps you feel better about their use of resources. Obviously selling ads is a mechanism to pay the bills and defray the massive building costs. It’s not like the rest of Vegas is some sort of moral high ground, so ads on its e…

> The show currently running inside the sphere is focused on the negative human impact to the environment.

Which is extremely ironic. Or tone-deaf, depending on how you look at it.

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